[Opensim-users] Disappointed in Tide feature.

Justin Clark-Casey jjustincc at googlemail.com
Tue Mar 27 01:47:15 UTC 2012


I'm actually rather surprised that changing water height causes movement problems (of course this depends on how big, 
whether it's a multi-second pause or a little judder).

As James discusses, I think the thing to do would be to look for an existing mantis on this issue and raise a new one if 
something doesn't already exist.  And if there is an existing one add a note with your findings, please.

On 26/03/12 18:52, James Stallings II wrote:
> Hi,
>
> I would suspect that it was not designed to behave this way; and while I don't think I would expect it to be fixed over
> night, I do think that if you were to file a mantis on the topic it will eventually get looked at (if one hasn't been
> filed already).
>
> In my years of experience with the opensim developer community, one thing I have definitely learnt (besides how to spell
> 'learnt' -- thanks Adam Frisby!), is that we/they tend to respond far more positively to a cool (dare I say
> lighthearted?) presentation of an issue; exhibiting a flair for the dramatic tends to elicit something more of a 'talk
> to the hand' response.
>
> Don't forget, as good as opensim may be, it's still very much a work in progress, and it shows greatly in the way that
> it has improved over time.
>
> Look into any existing mantis issues on the subject, and by all means, be patient -- it pays off :)
>
>
> Cheers
> James
>
>
> On Sun, Mar 25, 2012 at 4:29 AM, InuYasha Meiji <inuyasha.meiji at gmail.com <mailto:inuyasha.meiji at gmail.com>> wrote:
>
>     It isn't really anyone's fault, but I feel a bit disappointed in the osSetRegionWaterHeight(i); command.    I use
>     the example script.  The one script that allows you to click on the object containing the script and it makes the
>     water level rise and fall.  I have all my ini files correct and the script does work.
>
>     I got the water moving really pretty smoothly.  I was filled with excitement at the thought of at certain intervals,
>     about as often as the sun moves in the sky, I could have a script check for the sun/moon position and move the water
>     level according to the moon height in the sky.  I tried doing this myself.  BUT, here is the problem.  Until then I
>     didn't realize while being the only one on my grid at that time that stopping to press the flag (The item I placed
>     the script for testing), I wasn't attempting to walk while the water made its movement.
>
>     I only noticed when attempting to check sun position and move the water, while taking a walk.  Is tides to look like
>     real tidal forced impossible to do in opensim, without causing this issue, and I am doing something horribly wrong?
>       Can it be done.  Or would moving the water and walking smoothly just something you can't do especially on multiple
>     sims all at once?
>
>     All this time I had been using the whole possibility of tides in opensim as one of the more noticeable differences
>     between SL and  opensim, to start up conversations about it.  It disappoints me a little that I have to tell these
>     people I tried it and it really messes things up when I tried it.
>
>     I love opensim, and won't quit over just this.  So much great work has been going into it, and I appreciate it so
>     much.  It give people like me, on fixed incomes, the disabled who don't know how long we can pay Linden Labs, to
>     enjoy a virtual environment a free place to go and enjoy our dream world.  Thanks to all of your hard volunteer work.
>
>     Thanks again,
>     InuYasha
>
>
>     --
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-- 
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc



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